thanks peter! - this is helpful. it looks like sebastien has been doing something with his version of WebPD fairly recently so i'll shoot him an email to see where things are at with this.
Hi Scott,
About dynamic patching with libpd, the topic came up at Pd Everywhere:
createdigitalnoise.com/discussion/867/webpd-reloaded
The upshot is that dynamic patching is done with Pd messages, and the
message passing mechanism of libpd supports this. There has been talk
of creating a dynamic patching library on top of libpd, but I don't
know the current state of this idea.
Cheers,
Peter
On Sun, Aug 12, 2012 at 12:05 AM, Scott R. Looney
<scottrlooney@gmail.com> wrote:
> hi Peter - i remember that post. having very recently come into game audio i
> got myself acquainted with middleware through FMOD, and immediately thought
> there should be a better way to do this. i've read the posts on the goal of
> separating the GUI from the code, and that's what i think should happen, but
> doing it in Unity Free is my focus. things like not being able to implement
> filtering in your audio unless you pay $1500 for Unity Pro is absurd.
>
> what i'm envisioning is TCP or event-based communication to an app that is
> using libPD. the app would have a GUI talking directly to libPD and
> outputting audio. vitally important to this would be the ability to
> dynamically create or instantiate patches or objects. i'm fairly certain
> this can be done in PD. can such a thing also be done with libPD?
>
> regarding using the separate app - ideally i want something that can be used
> for a variety of game engines, not just Unity. if we use libPD in a Unity
> project, then we'd either be forced to create the GUI in Unity or have
> separate communication with the GUI outside of Unity. i suppose that's
> possible but i'd have to consider whether it's more efficient or not.
>
> scott
>
> On Sat, Aug 11, 2012 at 4:56 PM, Peter Brinkmann
> <peter.brinkmann@googlemail.com> wrote:
>>
>> I hope that it won't be necessary to do this in two steps, prototyping
>> with Pd and deployment with libpd; that would mean discarding one of
>> the strengths of libpd (here's an old blog post on the matter:
>>
>> http://nettoyeur.noisepages.com/2011/02/libpd-workflow-prototyping-and-production/).
>> It would be great if somebody figured out how to integrate libpd into
>> Unity and then posted the code to GitHub. I'm still hoping that Henk
>> Boom will write the blog post that he hinted at a while ago.
>> Cheers,
>> Peter
>>
>> On Sat, Aug 11, 2012 at 1:13 PM, Scott R. Looney <scottrlooney@gmail.com>
>> wrote:
>> > i think the answer at the moment is not to use libPD when running Unity
>> > live
>> > in a prototyping designing fashion, but rather instead communicate
>> > messages
>> > via TCP to PD itself, and let PD do the work directly. then when
>> > building
>> > the iOS project, you adjust the code in Xcode to use libPD for the audio
>> > output. that's the tricky part. i think that could work for now. it
>> > becomes
>> > a lot more complex to set simple audio sources, but perhaps there could
>> > be a
>> > mixture going on. i'll probably take further discussion off list as it
>> > would
>> > not relate as much to PD but more to Unity.
>> >
>> > scott
>> >
>> >
>> > On Sat, Aug 11, 2012 at 8:50 AM, patrick <puredata@11h11.com> wrote:
>> >>
>> >> hi Scott,
>> >>
>> >> it's somewhat working for me on Windows, but only when using the
>> >> audio.clip.GetData / SetData. right now i am trying to use the
>> >> OnAudioFilterRead() but it's glitchy (i can hear pd running but it's
>> >> mostly
>> >> noise).
>> >>
>> >> you can see an attempt here:
>> >> http://goo.gl/BWdo4
>> >>
>> >> here's my github:
>> >> https://github.com/patricksebastien/libpd4unity
>> >>
>> >> OnAudioFilterRead():
>> >> http://goo.gl/WE2Xx
>> >>
>> >> keep us updated!
>> >>
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>
>